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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ProfitablePigeon</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ProfitablePigeon"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/ProfitablePigeon"/>
	<updated>2026-05-27T23:30:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Warthog&amp;diff=286105</id>
		<title>Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Warthog&amp;diff=286105"/>
		<updated>2023-01-16T22:01:26Z</updated>

		<summary type="html">&lt;p&gt;ProfitablePigeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=13&lt;br /&gt;
|hoof=4&lt;br /&gt;
|ivory=2&lt;br /&gt;
|meat=10&lt;br /&gt;
|fat=9&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Common warthog&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Warthogs''' are wild [[Creature|animals]] who inhabit [[tropical]] [[savanna]]s, [[grassland]]s, and [[shrubland]]s, appearing in clusters of 3 to 7 individuals. While they're heavier than the average [[dwarf]] (being larger than both [[pig]]s and [[wild boar]]s), they're benign meanderers by nature and are more likely to flee from confrontation than pose any threat to your fortress, though in the event of a fight, they'll defend themselves with bites, kicks and by trying to stab their enemies with their tusks. A newborn warthog is called a ''piglet''.&lt;br /&gt;
&lt;br /&gt;
Warthogs can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s of fair value. For a [[meat industry]], they're essentially better wild boars, but unlike pigs, they provide no [[milk]]. Unlike other swines, trained warthogs are [[grazer]]s and as such require a constant source of [[grass]], preferably in a [[pasture]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] warthogs for their ''short tempers''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = omtug tarag | elvish = wiÿeve ÿara | goblin = tomom snam | human = vuk celo}}&lt;br /&gt;
[[File:Muenster-100720-15883-Zoo.jpg|thumb|400px|center|Admired for their ''short tempers''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>ProfitablePigeon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Warthog&amp;diff=286104</id>
		<title>Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Warthog&amp;diff=286104"/>
		<updated>2023-01-16T22:00:58Z</updated>

		<summary type="html">&lt;p&gt;ProfitablePigeon: Reviewed raws and everything seems to be consistent for v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=13&lt;br /&gt;
|hoof=4&lt;br /&gt;
|ivory=2&lt;br /&gt;
|meat=10&lt;br /&gt;
|fat=9&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Common warthog&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Warthogs''' are wild [[Creature|animals]] who inhabit certain [[tropical]] [[savanna]]s, [[grassland]]s, and [[shrubland]]s, appearing in clusters of 3 to 7 individuals. While they're heavier than the average [[dwarf]] (being larger than both [[pig]]s and [[wild boar]]s), they're benign meanderers by nature and are more likely to flee from confrontation than pose any threat to your fortress, though in the event of a fight, they'll defend themselves with bites, kicks and by trying to stab their enemies with their tusks. A newborn warthog is called a ''piglet''.&lt;br /&gt;
&lt;br /&gt;
Warthogs can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s of fair value. For a [[meat industry]], they're essentially better wild boars, but unlike pigs, they provide no [[milk]]. Unlike other swines, trained warthogs are [[grazer]]s and as such require a constant source of [[grass]], preferably in a [[pasture]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] warthogs for their ''short tempers''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = omtug tarag | elvish = wiÿeve ÿara | goblin = tomom snam | human = vuk celo}}&lt;br /&gt;
[[File:Muenster-100720-15883-Zoo.jpg|thumb|400px|center|Admired for their ''short tempers''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>ProfitablePigeon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_elephant&amp;diff=286103</id>
		<title>Giant elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_elephant&amp;diff=286103"/>
		<updated>2023-01-16T21:53:07Z</updated>

		<summary type="html">&lt;p&gt;ProfitablePigeon: Rating to Exceptional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_elephant_sprite.png&lt;br /&gt;
|bone=393-634&lt;br /&gt;
|tooth=1&lt;br /&gt;
|ivory=8-14&lt;br /&gt;
|meat=730-1175&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=36-57&lt;br /&gt;
|kidney=36-56&lt;br /&gt;
|spleen=18-28&lt;br /&gt;
|sweetbread=18-28&lt;br /&gt;
|tripe=36-57&lt;br /&gt;
|liver=36-57&lt;br /&gt;
|intestine=108-173&lt;br /&gt;
|heart=18-28&lt;br /&gt;
|lung=72-114&lt;br /&gt;
|eye=2&lt;br /&gt;
|fat=204-337&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant elephants''' are the even more massive [[Creature|cousins]] of the common [[elephant]], found in [[savage]] [[tropical]] [[forest]]s and [[shrubland]]s. 666 times heavier than a [[dwarf]], they are [[list of creatures by adult size#end of list|truly enormous]] to say the very least; not only are they eight times the size of regular elephants, they are even larger than [[megabeast]]s like the [[dragon]] or [[roc]]. They are by far the largest land-dwelling creatures in the game and are joint second in size (along with the [[giant orca]]) only to the [[aquatic]] [[giant sperm whale]].&lt;br /&gt;
&lt;br /&gt;
As big as they are, giant elephants are as vulnerable to [[cage]] [[trap]]s as anything else, and like normal elephants, they can be [[Animal trainer|trained]] into pets. Like their smaller counterparts, giant elephants are trainable for both war and hunting. If you can train one, they make the best defense animals in the game; not much can stand against a giant elephant, let alone multiple. They also offer an almost unparalleled bonanza of [[butcher]]ing returns.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] Giant Elephants will likely be one of the most [[fun]] creatures you will ever encounter. Consider use for [[Clown]] hunting&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant elephants for their ''strength'', their ''amazing trunks'', their ''calves' spirited antics'', their ''tusks'', their ''great weight'', their ''social behavior'', their ''flappy ears'', their ''uprooting of trees'', their ''aggressive sparring'', their ''trumpeting'', their ''tool use'' and their ''self-awareness''.&lt;br /&gt;
[[File:giant_elephant_preview.jpg|thumb|300px|center|&amp;quot;Someone get the butcher!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
According to legend, in a great siege several humans mounted fortresses on the backs of these great beasts, and rode them into battle as weapons of war.&lt;br /&gt;
&lt;br /&gt;
Despite their great size, slaying a giant elephant still only counts as a single kill.&lt;br /&gt;
[[File:Giant Elephant Size Comparison.png|thumb|370px|center|alt=Size Comparison|Estimated Giant Elephant Size Comparison.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>ProfitablePigeon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elephant&amp;diff=286102</id>
		<title>Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elephant&amp;diff=286102"/>
		<updated>2023-01-16T21:52:22Z</updated>

		<summary type="html">&lt;p&gt;ProfitablePigeon: Rating to Exceptional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=elephant_couple_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=49-67&lt;br /&gt;
|meat=36-219&lt;br /&gt;
|fat=13-58&lt;br /&gt;
|lung=8-12&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|ivory=3&lt;br /&gt;
|intestine=14-19&lt;br /&gt;
|liver=4-6&lt;br /&gt;
|tripe=4-6&lt;br /&gt;
|sweetbread=2-3&lt;br /&gt;
|spleen=2-3&lt;br /&gt;
|kidney=4-6&lt;br /&gt;
|brain=4-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are massive [[creature]]s who inhabit [[tropical]] [[shrubland]]s and [[forest]]s and the largest terrestrial mundane animals in the game. In past versions of the game, elephants were famed as [[23a:Elephant|cold, emotionless, and highly effective dwarf killing machines]], [[blood]] eternally dripping from their ivory tusks, the bane of even the mightiest of [[Main:Boatmurdered|fortresses]], so on and so forth. ([[Size]] used to be correlated with combat bonuses, both to damage and damage resistance, making them incredibly dangerous animals; today it just translates into more and thicker tissues.) Nonetheless, their sheer size means that they still pack a wallop, sufficient to rip apart even the most well-[[armor]]ed of [[goblin]]s with ease.&lt;br /&gt;
&lt;br /&gt;
In the wild, elephants appear in clusters of 3-7 individuals, and—their size notwithstanding—can be caught by the same [[cage]] [[trap]]s as any other creature. Additionally, [[elf|elven]] [[caravan]]s may occasionally bring tame elephants with them, if they have settlements in the right locations - the method by which a 1,000 pound [[donkey]] carries a 15,000 pound elephant in a cage, on top of whatever else it's carrying, is a deeply veiled elven secret. [[Animal training|Trained]] elephants can be turned further into war and hunting roles (no word yet on how elephant sneaking works, exactly), and are easily the most effective war animals that your fortress can train. In the future, it is planned that they will [[Grazing|graze]] upon trees for food, but for now they eat grass and cave moss like all other grazing animals.&lt;br /&gt;
&lt;br /&gt;
If you plan on [[breeding]] elephants, note that elephant calves take 10 years to mature (though they reach full size in only 5 years). Pregnant elephants will give birth to 1-3 calves, and they have longer lives than most animals (50-70 years) as well. Even in death, elephants are wonderful creatures; once butchered, their products are worth ''five'' times as much as those of more boring animals (like [[cow]]s), and their great size means that there will be a ''lot'' of products.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] elephants for their ''strength'', their ''amazing trunks'', their ''calves' spirited antics'', their ''tusks'', their ''great weight'', their ''social behavior'', their ''flappy ears'', their ''uprooting of trees'', their ''aggressive sparring'', their ''trumpeting'', their ''tool use'' and their ''self-awareness''. They have, by far, the most reasons to be liked by dwarves of all creatures in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:African Bush Elephant.jpg|thumb|center|250px|Admired for its ''strength''.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Elephant Size Comparison.png|thumb|center|alt=Size Comparison|Estimated Elephant Size Comparison.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>ProfitablePigeon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_elephant&amp;diff=286101</id>
		<title>Giant elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_elephant&amp;diff=286101"/>
		<updated>2023-01-16T21:50:13Z</updated>

		<summary type="html">&lt;p&gt;ProfitablePigeon: Reviewed the raws and everything seems consistent with v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_elephant_sprite.png&lt;br /&gt;
|bone=393-634&lt;br /&gt;
|tooth=1&lt;br /&gt;
|ivory=8-14&lt;br /&gt;
|meat=730-1175&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=36-57&lt;br /&gt;
|kidney=36-56&lt;br /&gt;
|spleen=18-28&lt;br /&gt;
|sweetbread=18-28&lt;br /&gt;
|tripe=36-57&lt;br /&gt;
|liver=36-57&lt;br /&gt;
|intestine=108-173&lt;br /&gt;
|heart=18-28&lt;br /&gt;
|lung=72-114&lt;br /&gt;
|eye=2&lt;br /&gt;
|fat=204-337&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant elephants''' are the even more massive [[Creature|cousins]] of the common [[elephant]], found in [[savage]] [[tropical]] [[forest]]s and [[shrubland]]s. 666 times heavier than a [[dwarf]], they are [[list of creatures by adult size#end of list|truly enormous]] to say the very least; not only are they eight times the size of regular elephants, they are even larger than [[megabeast]]s like the [[dragon]] or [[roc]]. They are by far the largest land-dwelling creatures in the game and are joint second in size (along with the [[giant orca]]) only to the [[aquatic]] [[giant sperm whale]].&lt;br /&gt;
&lt;br /&gt;
As big as they are, giant elephants are as vulnerable to [[cage]] [[trap]]s as anything else, and like normal elephants, they can be [[Animal trainer|trained]] into pets. Like their smaller counterparts, giant elephants are trainable for both war and hunting. If you can train one, they make the best defense animals in the game; not much can stand against a giant elephant, let alone multiple. They also offer an almost unparalleled bonanza of [[butcher]]ing returns.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] Giant Elephants will likely be one of the most [[fun]] creatures you will ever encounter. Consider use for [[Clown]] hunting&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant elephants for their ''strength'', their ''amazing trunks'', their ''calves' spirited antics'', their ''tusks'', their ''great weight'', their ''social behavior'', their ''flappy ears'', their ''uprooting of trees'', their ''aggressive sparring'', their ''trumpeting'', their ''tool use'' and their ''self-awareness''.&lt;br /&gt;
[[File:giant_elephant_preview.jpg|thumb|300px|center|&amp;quot;Someone get the butcher!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
According to legend, in a great siege several humans mounted fortresses on the backs of these great beasts, and rode them into battle as weapons of war.&lt;br /&gt;
&lt;br /&gt;
Despite their great size, slaying a giant elephant still only counts as a single kill.&lt;br /&gt;
[[File:Giant Elephant Size Comparison.png|thumb|370px|center|alt=Size Comparison|Estimated Giant Elephant Size Comparison.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>ProfitablePigeon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elephant&amp;diff=286099</id>
		<title>Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elephant&amp;diff=286099"/>
		<updated>2023-01-16T21:27:51Z</updated>

		<summary type="html">&lt;p&gt;ProfitablePigeon: Reviewed raws and is consistent with v50 data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=elephant_couple_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=49-67&lt;br /&gt;
|meat=36-219&lt;br /&gt;
|fat=13-58&lt;br /&gt;
|lung=8-12&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|ivory=3&lt;br /&gt;
|intestine=14-19&lt;br /&gt;
|liver=4-6&lt;br /&gt;
|tripe=4-6&lt;br /&gt;
|sweetbread=2-3&lt;br /&gt;
|spleen=2-3&lt;br /&gt;
|kidney=4-6&lt;br /&gt;
|brain=4-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are massive [[creature]]s who inhabit [[tropical]] [[shrubland]]s and [[forest]]s and the largest terrestrial mundane animals in the game. In past versions of the game, elephants were famed as [[23a:Elephant|cold, emotionless, and highly effective dwarf killing machines]], [[blood]] eternally dripping from their ivory tusks, the bane of even the mightiest of [[Main:Boatmurdered|fortresses]], so on and so forth. ([[Size]] used to be correlated with combat bonuses, both to damage and damage resistance, making them incredibly dangerous animals; today it just translates into more and thicker tissues.) Nonetheless, their sheer size means that they still pack a wallop, sufficient to rip apart even the most well-[[armor]]ed of [[goblin]]s with ease.&lt;br /&gt;
&lt;br /&gt;
In the wild, elephants appear in clusters of 3-7 individuals, and—their size notwithstanding—can be caught by the same [[cage]] [[trap]]s as any other creature. Additionally, [[elf|elven]] [[caravan]]s may occasionally bring tame elephants with them, if they have settlements in the right locations - the method by which a 1,000 pound [[donkey]] carries a 15,000 pound elephant in a cage, on top of whatever else it's carrying, is a deeply veiled elven secret. [[Animal training|Trained]] elephants can be turned further into war and hunting roles (no word yet on how elephant sneaking works, exactly), and are easily the most effective war animals that your fortress can train. In the future, it is planned that they will [[Grazing|graze]] upon trees for food, but for now they eat grass and cave moss like all other grazing animals.&lt;br /&gt;
&lt;br /&gt;
If you plan on [[breeding]] elephants, note that elephant calves take 10 years to mature (though they reach full size in only 5 years). Pregnant elephants will give birth to 1-3 calves, and they have longer lives than most animals (50-70 years) as well. Even in death, elephants are wonderful creatures; once butchered, their products are worth ''five'' times as much as those of more boring animals (like [[cow]]s), and their great size means that there will be a ''lot'' of products.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] elephants for their ''strength'', their ''amazing trunks'', their ''calves' spirited antics'', their ''tusks'', their ''great weight'', their ''social behavior'', their ''flappy ears'', their ''uprooting of trees'', their ''aggressive sparring'', their ''trumpeting'', their ''tool use'' and their ''self-awareness''. They have, by far, the most reasons to be liked by dwarves of all creatures in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:African Bush Elephant.jpg|thumb|center|250px|Admired for its ''strength''.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Elephant Size Comparison.png|thumb|center|alt=Size Comparison|Estimated Elephant Size Comparison.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>ProfitablePigeon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=285094</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=285094"/>
		<updated>2023-01-10T18:00:19Z</updated>

		<summary type="html">&lt;p&gt;ProfitablePigeon: The altar page indicates that altars are not necessary for temples to function, which has been my experience while playing. These statements need to be verified.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_temple.jpg|thumb|320px|right|A real life temple.]]A '''temple''' is a structure devoted to an object of worship, which, typically, is any [[sphere]]-aligned being, such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[fortress mode]], temples are [[zones]] ({{K|z}}) that can be created from [[meeting area]]s. Temples can be dedicated either to any deity worshipped by at least one of your [[dwarves]] (not necessarily from the world's dwarven pantheon), or to &amp;quot;no particular deity&amp;quot;, making it a place for anyone to meditate or to worship whomever they want. However, some dwarves* seem to need specific rather than generic temples to avoid [[unhappy]] thoughts{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
: ''(* If you read the thoughts of certain dwarves, you can note that some have been &amp;quot;unable to pray to (x deity)&amp;quot;. If you designate a temple to that specific deity, they will then go pray or meditate with purple text and satisfy their religious needs.  This mechanic needs more research. In some cases a dwarf who worships multiple deities may not ever pray to them all. Using burrows to force these dwarves to pray only in generic temples will usually make them eventually (sequentially) satisfy all their needs to pray, given no other tasks. If nothing else seems to be working, it might be best to simply add more shrines for your dwarves to pray at.)''&lt;br /&gt;
&lt;br /&gt;
'''Requirements'''&lt;br /&gt;
&lt;br /&gt;
First and foremost, a temple requires a zone and an altar{{verify}}. A single altar will allow your dwarves to pray while multiple altars may allow more dwarves to pray simultaneously (and also look cool){{verify}}. Temples also require [[instrument]]s for their music and, thus require [[container]]s to store them. However, a temple created with no instruments will still be used by citizens and visitors. Temples also require an empty floor space (called ''dance floor'') with a minimum surface of 25 tiles{{verify}}, the same as [[tavern]]s. [[Performer]]s can also be assigned to temples to perform sacred dances. Beyond being religious activity, dances and poetry in temples fulfil the same functions as they do in tavern, with the caveat of being limited to followers of said faith.&lt;br /&gt;
&lt;br /&gt;
'''Effect on Mood, Thoughts'''&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times. Simply designating any meeting area as a place to pray is enough to initially satisfy most of your dwarves; you do not need to provide instruments or containers for your dwarves to pray.&lt;br /&gt;
&lt;br /&gt;
'''Deity-specific Temples'''&lt;br /&gt;
&lt;br /&gt;
When one of your fortress's religious organisations (sects) has sufficient (10 by default) members, they may [[petition]] for the creation of a temple specific to their faith. Once established, these worshippers may congregate at the new temple, though it does not stop them from using other temples to no particular deity; the temple dedicated to their deity existing at all is sufficient to please them. If the petition is ignored for too long, it is eventually abandoned, and the petitioners will receive unhappy thoughts.{{version|0.47.01}} The petition is satisfied when the temple has a minimum value of 2000 and when [[priest]]hood is recognised. A temple with a value lower than 2000 is called a '''shrine''', but with a value of 10000 or higher, it becomes a '''temple complex''', which is needed to recognise [[priest|high priesthood]]&lt;br /&gt;
&lt;br /&gt;
If you find yourself struggling to get your shrine up to temple status, or to go from temple to temple complex, there are two tried-and-true methods for increasing wealth:&lt;br /&gt;
&lt;br /&gt;
1. Pedestals&lt;br /&gt;
&lt;br /&gt;
2. Engraved metal flooring&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pedestal Method:''&lt;br /&gt;
&lt;br /&gt;
Made at either a carpenter or stonecutter's workshop, a pedestal is capable of holding objects for display. Once filled, it can increase a room's value significantly. Gems, artifacts, or other high-value items are a great choice here.&lt;br /&gt;
&lt;br /&gt;
''Engraved Metal Flooring Method:''&lt;br /&gt;
&lt;br /&gt;
Being more valuable than basic rock flooring, metal floors can offer ''incredible'' wealth gains for your dwarves' place of worship. With fine metal flooring (ex. gold, steel) and a skilled engraver, you can create a lot of wealth relatively quickly. &lt;br /&gt;
&lt;br /&gt;
'''REMINDER:''' If a group of dwarves file a petition for a deity-specific temple, it's a good idea to write down the petitioners' request for the specific deity and/or religious sect, as it's often not accessible from the UI after you accept the petition. Although, if you have [[DFHack]], you can use the command &amp;lt;code&amp;gt;list-agreements&amp;lt;/code&amp;gt; to find it. Once a location is designated you can verify the current value &amp;amp; level as well as the agreed on level via the [[locations]] ({{K|l}}) menu and selecting to the location.&lt;br /&gt;
&lt;br /&gt;
'''Final Notes on Fortress-Mode Temples'''&lt;br /&gt;
&lt;br /&gt;
[[Pilgrim]]s will visit fortresses specifically to hang out in temples. Other [[visitor]]s may pass by the temple and socialize with the dwarves there, if they came to visit a tavern or [[library]].&lt;br /&gt;
&lt;br /&gt;
As in adventure mode, worshippers of the temple's deity that topple a [[statue]] (or anything else that's been {{k|b}}uilt) in a temple will be cursed as a [[vampire]] or [[werebeast]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}}.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[adventurer mode]]. They are located in [[human]] towns and [[goblin]] fortresses, with smaller temples in [[monastery|monasteries]] and [[fort]]s, and are build when a given [[religion]] has enough followers in said site, or the site is dedicated to the religion. [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'. In the current version, it is not possible to join a temple.&lt;br /&gt;
&lt;br /&gt;
On first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse ({{K|k}}) anywhere with any deific object of worship. Though the deity's only response is silence, repeated conversations can change the deity's 'object of worship' status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive [[catacombs]], which may be crawling with enemies. These range from the typical [[kobold]]s and [[goblin]]s, to the occasional lurking [[mummy]] (with assorted [[Undead|skeletal]] minions). [[Pedestal]]s will be found in these lower levels, and will sometimes contain holy [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
You can defile a temple of your deity by toppling a [[statue]], which leads to being cursed by the patron deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this, the temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally-generated towns will have its own architecture, where certain architectural elements are chosen depending on the spheres to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below. Since the introduction of institutionalized [[religion]]s, this seems to have changed somewhat, with most such temples having a wide array of architectural elements.&lt;br /&gt;
[[File:Df temple.png|300px|thumb|6 level temple, showing water pool, detailed surfaces, paved indoor areas, lower floors, upper floors, pillars on the perimeter, and a paved outdoor area, with doors leading to the catacombs. Dedicated to the Bejeweled Creed, a religion worshipping Ñor, deity of Birth and Youth. ]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Justification&lt;br /&gt;
! Related spheres&lt;br /&gt;
! Disallowed spheres&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Detailed surfaces||Experience||Art, Depravity||&lt;br /&gt;
|-&lt;br /&gt;
|Representation||Painting||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma|Lava]] pool||Representation||Volcanos||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Lower floors||Representation||Caverns||&lt;br /&gt;
|-&lt;br /&gt;
|Experience||Darkness, Earth||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Open structure||Experience||Dawn, Day, Dusk, Light, Lightning,&amp;lt;br/&amp;gt;Mist, Moon, Nature, Night, Rain,&amp;lt;br/&amp;gt;Rainbows, Seasons, Sky, Stars, Storms,&amp;lt;br/&amp;gt;Sun, Thunder, Twilight, Weather, Wind||&lt;br /&gt;
|-&lt;br /&gt;
|Representation||Freedom||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|Paved indoor areas||Representation||Fortresses||Caverns&lt;br /&gt;
|-&lt;br /&gt;
|Experience|| ||Earth, Plants&lt;br /&gt;
|-&lt;br /&gt;
|Antithetical|| ||Nature, Trees&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|Paved outdoor area||Representation||Fortresses||&lt;br /&gt;
|-&lt;br /&gt;
|Experience|| || Earth, Plants&lt;br /&gt;
|-&lt;br /&gt;
|Antithetical|| ||Nature, Trees&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Representation||Boundaries, Fortresses||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Square of pillars||Representation||Balance, Discipline, Laws, Order||&lt;br /&gt;
|-&lt;br /&gt;
|Antithetical|| ||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Experience||Disease, Muck||&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Representation||Chaos, Deformity||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Upper floors||Representation||Fortresses, Mountains||&lt;br /&gt;
|-&lt;br /&gt;
|Experience||Dawn, Day, Dusk, Lightning, Moon,&amp;lt;br/&amp;gt;Rainbows, Sky, Stars, Storms, Sun,&amp;lt;br/&amp;gt;Thunder, Weather, Wind||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|Water pool||Representation||Coasts, Lakes, Oceans, Rivers||&lt;br /&gt;
|-&lt;br /&gt;
|Experience||Water||&lt;br /&gt;
|-&lt;br /&gt;
|Reminder||Fish, Fishing||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shrines ===&lt;br /&gt;
&lt;br /&gt;
Before a temple is built in a site, there will be shrines dedicated to a given religion, consisting of a small garden, a [[statue]], and either a [[pedestal]] or an [[altar]]. If the religion has a divination tradition, divination [[dice]] can be found in these shrines. '''(Not to be confused with the lairs of [[titan]]s, also called [[Shrine (megabeast)|shrine]]s.)'''&lt;br /&gt;
[[File:Df town shrines.png|thumb|800px|center|A selection of shrines in a town in adventure mode, from left to right: a shrine in a townplot, a shrine with a garden, a statue at crossroads and a shrine with dice.]]&lt;br /&gt;
&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occasionally during worldgen, a site government may choose to raze an old temple, and build a new one in its stead. The ruins of the old temple, as well as any catacombs it was connected to, will still be explorable in adventure mode.  Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilize it - the order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keep.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Religion}}&lt;/div&gt;</summary>
		<author><name>ProfitablePigeon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=285083</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=285083"/>
		<updated>2023-01-10T13:29:27Z</updated>

		<summary type="html">&lt;p&gt;ProfitablePigeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Guilds''' are organizations established when sufficient members (10 by default in d_init.txt) of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example &amp;quot;The Guild of Oiling&amp;quot;, a Metalsmith guild with a guildhall named &amp;quot;The Cave of Copper&amp;quot;. &amp;lt;!-- Also observed: &amp;quot;The Autumnal Guild&amp;quot;, a Ranger guild with a guildhall named &amp;quot;The Grove of Deer&amp;quot;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. A guildhall requires 2000☼ (by default) and Grand Guildhall at 10000☼ zone wealth to be considered established. A guild with a guildhall was observed establishing connections with other guilds, but with an as-of-yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. There's nothing preventing a second guildhall being defined as a second zone occupying the same area, though dwarves who can participate in both guildhalls will exclusively use the first placed location on their tile.&lt;br /&gt;
&lt;br /&gt;
While a guild is unestablished, it can still hold public skill demonstrations for idlers. &lt;br /&gt;
&lt;br /&gt;
Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as [[furnace operator]] or [[weaponsmith]] are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.&lt;br /&gt;
&lt;br /&gt;
==List of guilds==&lt;br /&gt;
This is a list of guild halls that you can select when adding a new location (e.g. {{k|i}} -&amp;gt; set a zone -&amp;gt; {{k|m}} -&amp;gt; {{k|l}} -&amp;gt; {{k|a}} -&amp;gt; {{k|g}} -&amp;gt; choose a guild type -&amp;gt; {{k|enter}}). General guilds are in '''bold''', followed by specific guilds they include.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Miner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Woodworker]] hall&lt;br /&gt;
| [[Carpenter]] hall • [[Bowyer]] hall • [[Woodcutter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneworker]] hall&lt;br /&gt;
| [[Engraver]] hall  • [[Mason]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Ranger]] hall&lt;br /&gt;
| [[Animal caretaker|Animal Caretaker]] hall • [[Hunter]] hall • [[Trapper]] hall • [[Animal dissector|Animal Dissector]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalsmith]] hall&lt;br /&gt;
| [[Furnace operator|Furnace Operator]] hall • [[Weaponsmith]] hall • [[Armorsmith|Armorer]] hall • [[Blacksmith]] hall • [[Metalcrafter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Jeweler]] hall&lt;br /&gt;
| [[Gem cutter|Gem Cutter]] hall • [[Gem setter|Gem Setter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Craftsdwarf]] hall&lt;br /&gt;
| [[Woodcrafter]] hall • [[Stonecrafter]] hall • [[Leatherworker]] hall • [[Bone carver|Bone Carver]] hall • [[Weaver]] hall &amp;lt;br /&amp;gt;• [[Clothier]] hall • [[Glassmaker]] hall • [[Potter]] hall • [[Glazer]] hall • [[Wax worker|Wax Worker]] hall • [[Strand extractor|Strand Extractor]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Fishery worker|Fishery Worker]] hall&lt;br /&gt;
| [[Fisherdwarf]] hall • [[Fish dissector|Fish Dissector]] hall • [[Fish cleaner|Fish Cleaner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Farmer]] hall&lt;br /&gt;
| [[Cheese maker|Cheese Maker]] hall • [[Milker]] hall • [[Cook]] hall • [[Thresher]] hall • [[Miller]] hall • [[Butcher]] hall • [[Tanner]] hall&amp;lt;br /&amp;gt; • [[Dyer]] hall • [[Grower|Planter]] hall • [[Herbalist]] hall • [[Brewer]] hall • [[Soaper|Soap Maker]] hall • [[Potash maker|Potash Maker]] hall&amp;lt;br /&amp;gt; • [[Lye maker|Lye Maker]] hall • [[Wood burner|Wood Burner]] hall • [[Shearer]] hall • [[Spinner]] hall • [[Presser]] hall • [[Beekeeper]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Engineer]] hall&lt;br /&gt;
| [[Mechanic]] hall • [[Siege engineer|Siege Engineer]] hall • [[Siege operator|Siege Operator]] hall • [[Pump operator|Pump Operator]] hall&lt;br /&gt;
|- &lt;br /&gt;
! [[Architect]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Doctor]] hall&lt;br /&gt;
| [[Diagnostician|Diagnoser]] hall • [[Bone doctor|Bone Doctor]] hall • [[Suturer]] hall • [[Surgeon]] hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guilds in World Generation==&lt;br /&gt;
&lt;br /&gt;
Guilds are formed in world generation, by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various [[historical figure]]s take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for [[Temple|religious groups]]. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]]. These positions are not yet available within fortress mode, and thus, guilds made in fortresses don't get them.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Guild]]&lt;/div&gt;</summary>
		<author><name>ProfitablePigeon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=285082</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=285082"/>
		<updated>2023-01-10T13:26:32Z</updated>

		<summary type="html">&lt;p&gt;ProfitablePigeon: As best as I can tell, guilds haven't changed in the Steam release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Guilds''' are organizations established when sufficient members (10 by default in d_init.txt) of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example &amp;quot;The Guild of Oiling&amp;quot;, a Metalsmith guild with a guildhall named &amp;quot;The Cave of Copper&amp;quot;. &amp;lt;!-- Also observed: &amp;quot;The Autumnal Guild&amp;quot;, a Ranger guild with a guildhall named &amp;quot;The Grove of Deer&amp;quot;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A guild with a guildhall was observed establishing connections with other guilds, but with an as-of-yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. There's nothing preventing a second guildhall being defined as a second zone occupying the same area, though dwarves who can participate in both guildhalls will exclusively use the first placed location on their tile.&lt;br /&gt;
&lt;br /&gt;
While a guild is unestablished, it can still hold public skill demonstrations for idlers. &lt;br /&gt;
&lt;br /&gt;
Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as [[furnace operator]] or [[weaponsmith]] are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.&lt;br /&gt;
&lt;br /&gt;
==List of guilds==&lt;br /&gt;
This is a list of guild halls that you can select when adding a new location (e.g. {{k|i}} -&amp;gt; set a zone -&amp;gt; {{k|m}} -&amp;gt; {{k|l}} -&amp;gt; {{k|a}} -&amp;gt; {{k|g}} -&amp;gt; choose a guild type -&amp;gt; {{k|enter}}). General guilds are in '''bold''', followed by specific guilds they include.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Miner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Woodworker]] hall&lt;br /&gt;
| [[Carpenter]] hall • [[Bowyer]] hall • [[Woodcutter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneworker]] hall&lt;br /&gt;
| [[Engraver]] hall  • [[Mason]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Ranger]] hall&lt;br /&gt;
| [[Animal caretaker|Animal Caretaker]] hall • [[Hunter]] hall • [[Trapper]] hall • [[Animal dissector|Animal Dissector]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalsmith]] hall&lt;br /&gt;
| [[Furnace operator|Furnace Operator]] hall • [[Weaponsmith]] hall • [[Armorsmith|Armorer]] hall • [[Blacksmith]] hall • [[Metalcrafter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Jeweler]] hall&lt;br /&gt;
| [[Gem cutter|Gem Cutter]] hall • [[Gem setter|Gem Setter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Craftsdwarf]] hall&lt;br /&gt;
| [[Woodcrafter]] hall • [[Stonecrafter]] hall • [[Leatherworker]] hall • [[Bone carver|Bone Carver]] hall • [[Weaver]] hall &amp;lt;br /&amp;gt;• [[Clothier]] hall • [[Glassmaker]] hall • [[Potter]] hall • [[Glazer]] hall • [[Wax worker|Wax Worker]] hall • [[Strand extractor|Strand Extractor]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Fishery worker|Fishery Worker]] hall&lt;br /&gt;
| [[Fisherdwarf]] hall • [[Fish dissector|Fish Dissector]] hall • [[Fish cleaner|Fish Cleaner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Farmer]] hall&lt;br /&gt;
| [[Cheese maker|Cheese Maker]] hall • [[Milker]] hall • [[Cook]] hall • [[Thresher]] hall • [[Miller]] hall • [[Butcher]] hall • [[Tanner]] hall&amp;lt;br /&amp;gt; • [[Dyer]] hall • [[Grower|Planter]] hall • [[Herbalist]] hall • [[Brewer]] hall • [[Soaper|Soap Maker]] hall • [[Potash maker|Potash Maker]] hall&amp;lt;br /&amp;gt; • [[Lye maker|Lye Maker]] hall • [[Wood burner|Wood Burner]] hall • [[Shearer]] hall • [[Spinner]] hall • [[Presser]] hall • [[Beekeeper]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Engineer]] hall&lt;br /&gt;
| [[Mechanic]] hall • [[Siege engineer|Siege Engineer]] hall • [[Siege operator|Siege Operator]] hall • [[Pump operator|Pump Operator]] hall&lt;br /&gt;
|- &lt;br /&gt;
! [[Architect]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Doctor]] hall&lt;br /&gt;
| [[Diagnostician|Diagnoser]] hall • [[Bone doctor|Bone Doctor]] hall • [[Suturer]] hall • [[Surgeon]] hall&lt;br /&gt;
|}&lt;br /&gt;
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==Guilds in World Generation==&lt;br /&gt;
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Guilds are formed in world generation, by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various [[historical figure]]s take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for [[Temple|religious groups]]. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]]. These positions are not yet available within fortress mode, and thus, guilds made in fortresses don't get them.&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.&lt;br /&gt;
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Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.&lt;br /&gt;
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{{Category|Jobs}}&lt;br /&gt;
[[ru:Guild]]&lt;/div&gt;</summary>
		<author><name>ProfitablePigeon</name></author>
	</entry>
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